Suggestions/18th-Jul-2006

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Closed Suggestions

  1. These suggestions are now closed. No more voting or editing is to be done to them.
  2. Suggestions with a rational Vote tally of 2/3 Keeps over total of Keeps, Kills, and Spams will be moved to the Peer Reviewed Suggestions page by a moderator, unless the original author has re-suggested the Suggestion.
  3. Suggestions under the 2/3 proportion but with more or equal Keeps to Kills ration will be moved to the Undecided Suggestions page.
  4. All other Suggestions will be moved to either the Peer Rejected Suggestions page or the Humorous Suggestions page.
  5. Some suggestions may not be moved in a timely manner; moving Suggestions to Peer Reviewed Suggestions page will take higest priority.
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Move Zombie Hunters to the top of the stack

Timestamp: 2:00, 18 July 2006 (BST)
Type: Game mechanics
Scope: Zombie hunters
Description: I am taking Mr. A's spammy suggestion, and making a (hopefully) non-spammity version of it.

Basically, zombie hunters should be moved to the top of the stack, so that they're the first person the zombie sees when given a list of people to attack.

After all, a 6 ft guy in a trenchcoat packing a shotgun tends to stick out, ya'know.

This doesn't necessarily mean zombie hunters will always be the first to die in a zombie attack (zombies with scent death or diagnosis could always select other targets, such as the weak or dying), but they'd be the default target when the zombie first breaks into that safehouse.

Votes

  1. Keep Author vote. Remember when headshot took away all your xp? Yeah, I betcha do. SmartyMart 02:01, 18 July 2006 (BST)
  2. Keep - I like it. Makes getting Headshot both a pro and a (small) con. And IME, zombies often target the highest-level survivors first anyway; this would just save all the profile clicky-clicking. --Ember MBR 02:03, 18 July 2006 (BST)
  3. Kill -- Don't make it too easy. The stack should be totally random. Jenny D'ArcT MPS 02:08, 18 July 2006 (BST)
  4. Keep - Messes with the stack system that seems to working quite well as it is. But on the plus side it would help reviving Zombies with headshot because the rotters would be below them. Ok it's a keep from me. - Jedaz 02:12, 18 July 2006 (BST)
  5. Kill - It could be cool for zombies, yeah, but really unfair for survivors. It's like telling them "so you want to make something useful of killing a zombie? Then you shall be the first one to die!". --Matthew Fahrenheit YRC | T | W! 02:14, 18 July 2006 (BST)
  6. Kill - Nerfs the hell out of the one skill that is meant to hurt Zombies. – Nubis 02:18, 18 July 2006 (BST)
  7. Kill - No retroactive penalties. –Bob Hammero ModTP! 02:20, 18 July 2006 (BST)
  8. Kill - And brain rotters should always be on top of the attack list in a group of zombies? Nup. --Boxy 02:30, 18 July 2006 (BST)
  9. Kill - An inactive zombie hunter can't do shit. But an active one can. Go for the bottom of the stack. That's where all the actives are. Sonny Corleone WTF 02:49, 18 July 2006 (BST)
  10. Kill Why? Are zombie hunters coated in barbecue sauce or something? See Boxy's comment. --Jon Pyre 03:07, 18 July 2006 (BST)
  11. Kill - there is no good reason for this. First zombie hunters should actually be more experience and know how to stick out less. Second, there shoudn't be a retroactive penalty associated with a skill --McArrowni 03:09, 18 July 2006 (BST)
  12. Kill As per Sonny. Zombies should care about who's active, or failing that, who is the weakest and easiest to drag out to the street. Rheingold 03:28, 18 July 2006 (BST).
  13. Kill - Like Bob & Boxy, plus there would be screams of bloody murder if we were attacking 'zombie anonymity'. My method is quickly open each of the first dozen profiles in new windows, switch through them all, and attack the most dangerous (highest level, if I'm in a hurry). Thoughts could involve a 'scent skill' skill, except with a name that doesn't suck, but I'd be hard up to support that either.--Burgan 03:30, 18 July 2006 (BST)
  14. Kill Nothing wrong with the current system.--Pesatyel 06:23, 18 July 2006 (BST)
  15. Kill -But it's very close. I can't decide whether it's good or bad...it would be good to be able to take out the most dangerous characters first, but then Sonny has a fair point. Jonny12 W! 13:59, 18 July 2006 (BST)
  16. Kill - Not needed. Whenever my zombie breaks into a building, he looks at the profiles of all the survivors to help determine who is the greatest threat. Besides, just because you have the zombie hunter skill doesn't mean you'll stick out in a crowd. --Desperado 17:13, 18 July 2006 (BST)
  17. Kill - As per Bob. --Paradox244 19:54, 18 July 2006 (BST)
  18. Kill - As Sonny. - David Malfisto 22:21, 18 July 2006 (BST)
  19. Keep - Now I don't have to wade through a bunch of profiles to see who a zombie hunter (I'll still do it anyway)-BrainsYummy 23:37, 18 July 2006 (BST)
  20. Kill - What Sonny said. --Max Grivas JG,T,P! 19:58, 26 July 2006 (BST)
    • Die - If you vote keep to this, you are a communist. This is a terrible idea --Poopman9 15:43, 29 July 2006 (BST)
    • Note - Invalid vote + trolling.--The General U! P! Mod15:50, 29 July 2006 (BST)
  21. Kill - First come/first inactive: First killed. Simple. Elegant. Effective. Gene W! - Talk 02:21, 1 August 2006 (BST)

Disable Barricading until Ransacking is Repaired

Timestamp: 02:18, 18 July 2006 (BST)
Type: Improvement
Scope: Survivors.
Description: Currently you can attempt to barricade while the building is ransacked (if you don't notice), and it will cost you one AP, and come up with the message telling you that you need to repair the building first.

I suggest that if a building is ransacked there be no barricade button to make it more obvious (for the unobservant, like me), and to prevent the loss of AP for nothing more than to be told to repair the building.

Votes

  1. Keep Author vote --Boxy 02:18, 18 July 2006 (BST)
  2. Keep - Makes sense. –Bob Hammero ModTP! 02:21, 18 July 2006 (BST)
  3. Kill - Unobservant survivors should be punished. - Jedaz 02:22, 18 July 2006 (BST)
    • Re - At the expense that everyone in randsacked buildings has an extra, totally useless button, just to catch out the unaware and newbies? --Boxy 02:48, 18 July 2006 (BST)
  4. Kill - That's what you get for not noticing the Description and the little Repair the room button. ATTENTION FTW! -- Tirion529 02:25, 18 July 2006 (BST)
  5. Kill - The building description is there not only for flavour reasons, but for you to READ it. --Matthew Fahrenheit YRC | T | W! 02:28, 18 July 2006 (BST)
  6. Keep - quit killing a perfectly good suggestion--http://img55.imageshack.us/img55/1257/sigtz4.png 02:37, 18 July 2006 (BST)
  7. Kill - Lots of things in Urban Dead will cost you AP to learn. Attacking barricades with your mouth is sort of the zombie equivalent. Once you've done it you'll know it's useless and never try it again; but you don't get that AP back. --Ember MBR 02:50, 18 July 2006 (BST)
  8. Kill - This goes against natural selection. Survival of the fittest. Those that are smart enough will survive by repairing. A stupid survivor will keep hitting barricade and waste AP. By dying, this stupid survivor ensures the next generation to be full of intelligent survivors. Sonny Corleone WTF 02:51, 18 July 2006 (BST)
    • Re - ASS policy eh? Have buttons in the game that are useless, to catch the stupid. Don't let me hear any of you jokers complaining about other peoples suggestions on the basis of "Ohhh nooeesss, not another button/menu to clutter up my screen!". Pffft --Boxy 03:05, 18 July 2006 (BST)
      RE - I'm not part of ASS but I am an asshole. I believe that if you're stupid enough to continue something when told it does nothing then you deserve what you get. Harmanz try to combat revive brain rot zombies. Some people will waste 4 syringes on a zombie in a two minute time frame and not understand what's wrong. Want to make Kevan get rid of that? Sonny Corleone WTF 03:38, 18 July 2006 (BST) Edit: What do you know? I am part of ASS now. Sonny Corleone WTF 20:03, 18 July 2006 (BST)
  9. Keep - I don't see why making the game more user-friendly is a bad thing. Just because other things cost AP to learn doesn't mean that everything should. Rather, no action that is obviously pointless should cost AP. – Nubis 02:53, 18 July 2006 (BST)
  10. Keep Drinks are on me the day Sonny Corleone votes in an unbiased manner. See, I play both sides and like things that benefit EVERYBODY, not just my own single faction. You can't waste AP by Feeding Groaning when there are no survivors present, you can't attack barricades when you're standing in a parking lot with no barricades, and you shouldn't be able to waste AP barricading when the building is ransacked. Honestly, I think you should only spend an AP when you actually do something. --Jon Pyre 03:11, 18 July 2006 (BST)
  11. Keep - It is not just for the unobservant, but also for the new players who don't understand the game. Ybbor 03:27, 18 July 2006 (BST)
  12. Keep As per Pyre's last sentence. In fact... Rheingold 03:31, 18 July 2006 (BST)
  13. Kill - *click* Out of ammo, oh no! If you're not up and up enough to look for the ransack, then that's your bad. I bit barricades once, I shot an empty gun once. It'll be alright. --Burgan 03:34, 18 July 2006 (BST)
  14. Keep - Seems like a bug. --Ron Burgundy 03:36, 18 July 2006 (BST)
  15. Keep - But only if the game calls you a dipshit when it reminds you to repair the building first. --Mookiemookie 03:55, 18 July 2006 (BST)
  16. Keep - I see no reason kill an idea based on other peoples ridiculously elitist (as far as you can be about a rather simplistic game) tendencies, and obsolete socially darwinistic viewpoints (cough, Sonny Corleone). It's just improved functionality. --Rgon 05:23, 18 July 2006 (BST)
  17. Kill Yay Social Darwinism! Idiots out of the Pool! --Karlsbad 05:26, 18 July 2006 (BST)
  18. Keep - I was tempted to vote kill. So you waste an AP doing something that paying attention would clear up. But I can't see how it would really hurt. As others pointed out, it would aid newbies. I might add though that other buttons like Access NecroNet should be included.--Pesatyel 06:28, 18 July 2006 (BST)
  19. Kill - No. I say we let the blind ones mess around with their AP. I prefer slower game, where you actually DON'T play your 50 AP in one minute. --Niilomaan 09:29, 18 July 2006 (BST)
  20. Keep - As John Pyre --Gene Splicer 13:36, 18 July 2006 (BST)
  21. Keep - As Jon Pyre Jonny12 W! 13:52, 18 July 2006 (BST)
  22. Keep - Helps clean up the interface, something I always approve of. --Desperado 16:53, 18 July 2006 (BST)
  23. Keep - Assists new characters from making dumb mistakes. A lack of ap when first starting the game is going to drive players away when they run out of actions by doing a "non-existant" task that costs action points to perform. Yay, I signed up, played for 10 minutes, and got zero accomplished. Helps newer players, and it simply makes sense. - Bango Skank 17:07, 18 July 2006 (BST)
    • Kill Whaaaaa. My BLEEP hurts grow a pair you whining losers. --Technerd 17:16, 18 July 2006 (BST)
  24. Keep - Help the newbs. Get rid of useless buttons. David Malfisto 22:25, 18 July 2006 (BST)
  25. Keep - I don't see why not --Rozozag 22:34, 18 July 2006 (BST)
  26. Keep - Stop killing a perfectly good suggestion!!! -BrainsYummy 23:40, 18 July 2006 (BST)
  27. Keep I have accidentally pressed the barricade building in a ransacked building more times than I'm willing to admit. And as previously stated, would help out newer players. --Mnbvcx 00:34, 18 July 2006
  28. Keep Comparison to trying to shoot with an empty weapon is not justified, as in that case, the player is actually doing something. Pesatyel also has a good point. --W3c 18:18, 22 July 2006 (BST)
  29. Keep - as several above --Kiltric 19:14, 23 July 2006 (BST)
  30. Keep - AP loss is not that great of a teaching tool. This should mirror ammo-less attacks. Waste noobs time not AP. --Max Grivas JG,T,P! 20:06, 26 July 2006 (BST)
    • K!11 - This GR8LY unbalaces thing for survivors --Poopman9 15:45, 29 July 2006 (BST)
    • Note - Invalid vote.--The General U! P! Mod15:51, 29 July 2006 (BST)
  31. Kill - Rewards for not paying attention?!? That's just wrong. Gene W! - Talk 02:24, 1 August 2006 (BST)
  32. Kill - As Ember --Cabarnet 12:35, 1 August 2006 (BST)



Mobile Syringe Manufacturing

Timestamp: 03:56, 18 July 2006 (BST)
Type: Improvement
Scope: Survivors
Description: Syringe manufacturing is currently laughable. You can only do it when there's power and it's incredibly less effective than searching. I suggest improving the skill Necronet Access to allow syringe manufacturing in other locations besides Necrotech buildings with sufficient equipment, those being hospitals, factories, and forts. The logic behind this suggestion is that a player with Necronet Access would know the syringe formula and could create it independantly. That way while your most efficient means of acquiring syringes would be searching for them, in case zombies ransack and hold the one or two NTs in the suburb you could fall back to making syringes for 20AP in these other locations when powered.

Ransack and it's recent upgrade erased the critical survivor strategy of distributed defense, in which several buildings were barricaded to serve as decoys and relieve pressure on the buildings that were actually occupied. While I feel this has deservedly made it easier for zombies to narrow their targets it makes it too hard to maintain the few absolutely critical buildings. The game was unbalanced in favor of survivors previously, now it's slanted towards zombies. Increasing the utility of more buildings and allowing survivors to spread out should balance the game.

Votes

  1. Keep Author vote. I expect numerous kills because "this is a suggestion that helps survivors, and I am a zombie!" I also expect some keeps because "this is a suggestion that helps survivors, and I am a survivor!" How about some votes that objectively judge the suggestion on how it would improve gameplay and game balance? --Jon Pyre 03:56, 18 July 2006 (BST)
    • RE: - With a stipulation of a "Brain Trust" I could see this idea being useful for both sides. (I.E.: At least 3 fully Necro'ed characters present to implement/maintain, in addition to all the other criteria.) Targets for zoms, usefullness for survivors. Otherwise... Otherwise I would vote kill. Gene W! - Talk 02:37, 1 August 2006 (BST)
  2. Kill - Not because it's necessarily a bad idea, but because the suggestion is incomplete. In what buildings? How much would it cost? What equipment would it need? Would it be less than 100% success rate if you try it elsewhere? What if you're in a ransacked building? What if there are lots of survivors around? Etc. etc. etc. –Bob Hammero ModTP! 03:59, 18 July 2006 (BST)
    • Re I specify hospitals, factories, and forts would be the only new locations. Other than than being somewhere new it would operate exactly as syringe manufacturing in an NT. Can you manufacture syringes in a ransacked NT? I don't know. You'd need power and 20AP, as per normal. --Jon Pyre 04:01, 18 July 2006 (BST)
  3. Spam - and while you are at it, make every building in Malton a mall as well...--http://img55.imageshack.us/img55/1257/sigtz4.png 04:04, 18 July 2006 (BST)
  4. Kill Please do not put more thought into the arguement rather than the skill! Is this a new skill and should it be? Why reward incompetience and why not allow survivors such as those in S.Blythville the chance to show they can kick ass? Shouldn't there be a "serum" or "Serum components" that you have to grab to create non-NT syringes for realism? Why Forts and Factories as well as Hospitals? Why do you believe and what math or defininitive reasoning do you have to support this change and why it should cost the same 20AP without it being a new skill? Why do you assume empty and "clean" syringes would be in a building that does not contain a First Aid Kit? And why other than the absolute lack of balance aren't there the possibility of this occuring in a Mall? Why a factory other than to make them more important and therefore more targeted? Why cost the same AP for the conveience of not being chained to an NT building? Why are you trying to multiply the ammount of NT buildings three-fold? It fails to pass the sniff test. --Karlsbad 04:09, 18 July 2006 (BST)
    (Vote edited to reflect all unanswered questions about the skill - Kb)
    • Re Because all three locations often contain machinery, tools, and various chemicals. I'm not assuming the serum uses nanotechnology only available from Necroheadquarters but that's its a combination of chemicals an expert with the formula can create. --Jon Pyre 04:54, 18 July 2006 (BST)
  5. Spam - No. And I hate you. But not as much as I hate this suggestion. It will unbalance the game. Sonny Corleone WTF 04:41, 18 July 2006 (BST)
      • Note 1) You must give a valid reason. 2) This is trolling EDIT: 3) Only moderators may unstrike trolling votes.--The General-W! P! Mod12:52, 18 July 2006 (BST)
        • Note - Vote unstruck. He gave a valid reason, and historically such language has been permitted on this page. Trolling involves far more goading than just a simple comment of "I hate you", which is simply a statement of ones emotional state towards another. --Grim s-Mod U! 20:33, 18 July 2006 (BST)
  6. Kill - The comment about the objectivity of the users votes may be the most offensive thing I heard today, or may not because of MrAushvitz suggestion. I play 2 characters, 1 survivor for the YRC (helping at South Blythville btw) and 1 zombie for the RRF (kicking ass at Nichols Mall), and I enjoy them both, thanks for the concern. Now, about your suggestion, it makes a lot harder for zombies to take over a town, yes, and doesn't make much sense in Factories and Forts anyways. But I kill it because other buildings should be useful in other instances. Factories are already useful when looking for gennys, and Forts for RP purposes (only 2 in the whole Malton), I don't think now we can magically find the ingredients to make syringes there. --Matthew Fahrenheit YRC | T | W! 04:46, 18 July 2006 (BST) EDIT: I hope my reasoning is good enough for you. --Matthew Fahrenheit YRC | T | W! 04:48, 18 July 2006 (BST)
    • Re My comment about the objectivity of votes is also probably the most accurate thing you've read today. I'm not saying that kill votes against this suggestion are biased, or that anyone in particular is biased. Just that this, being a suggestion that aids survivors in some fashion, will attract many voters who would kill/spam it regardless of its merits. The internet is a bad place for objectivity. I try to remain objective, and I've made suggestion for both sides. See Feeding Groan for an example of my not being biased against zombies. But I think I can fairly state that a significant percentage of the people on this page are not here to improve Urban Dead but to wrest as much power to their own side as possible. As to your question, the reason I selected those locations is because they have engineering facilities and usually a supply of chemicals. Hospitals are just the obvious selection. --Jon Pyre 05:01, 18 July 2006 (BST)
      • Re - The same can be said from you. The wiki is a popular place, and anyone that can afford access to the Internet can access it too: get used to it. If you want to make a paradise for 1337 guys, go ahead, but in this place even the most idiotic guy can place a vote as long as he follows the voting guidelines. Can i say it again? GET USED TO IT. And when it comes to your suggestion: Read the Suggestions Dos and Do Nots: make suggestions, not arguments. And what Gage said is completely valid: if you want to make every building in Malton useful, don't make them all malls and Necrotechs, find another way. That way is just not funny. --Matthew Fahrenheit YRC | T | W! 05:11, 18 July 2006 (BST) PS: I like Feeding Groan. --Matthew Fahrenheit YRC | T | W! 05:11, 18 July 2006 (BST)
  7. Kill -I like the idea and want to vote keep. But I think the buildings should be the Hospital and School instead (Factory, perhaps as well, but Fort just don't strike me as "appropriate"). I'd also include a "NecroTech Field Kit" found in NT buildings that would allow the person to transport the most vital supplies to the other location (or, perhaps require the person have a syringe available to supply those vital supplies). Basically, you can't make something from nothing (in this instance) and a Hospital, School, Factory or Fort is NOT going to have the special chemicals needed...so you have to bring them with you. I believe this suggestion would cut down on the Mall/NT-centric aspect of the game. EDIT: How is it a GOOD thing that the game center around 6% of the building spaces in Malton? NT building are "hotly contested" because, except for malls, the other 5,079 buildings in Malton are, effectively, useless.--Pesatyel 06:56, 18 July 2006 (BST)
  8. Kill - I kinda agree with Pesatyel. Also if with Fort you mean ARMOURY, then that's ok too. Those thing are hard enough to defend and surrounded by zeds anyway. Just don't mix mall with this. --Niilomaan 09:40, 18 July 2006 (BST)
  9. Kill - Takes away the strategic importance of NT buildings. --Mookiemookie 12:39, 18 July 2006 (BST)
    • Spam - WTFCentaurs. – Nubis 15:13, 18 July 2006 (BST)
    • Note - You must give a valid reason.--The General U! P! Mod13:46, 1 August 2006 (BST)
  10. Kill - Is it really that much harder to tidy up and power an NT than a hospital or fort? NT buildings are hotly contested for a reason, and that's a good thing. --Ember MBR 16:42, 18 July 2006 (BST)
  11. Kill-As Ember. NT buildings are hotly contested for a reason.--ShadowScope 16:51, 18 July 2006 (BST)
  12. Kill - While there is some logic to this suggestion, I think it's a solution to a problem that isn't there. A small group of survivors can recapture and repair a NT building without much problem if the zombie presence isn't very high. If the zombie presence is high, then one should be willing to wage a pitched battle for every resource building, or flee. Rework this idea and it might add some needed usefulness to the NecroNet Access skill though. --Desperado 17:04, 18 July 2006 (BST)
  13. Kill - For the simple reason that your argument is fundementally flawed. What you are asking is for survivors to get a free ride because zombies have made some of their tactics more difficult. The logical response to such pressure would be to work together more, using survivors innate communication and movement advantages, to set about clearing buildings so ransacked and barricading them again. Instead you want the game mechanics changed to make previous survivor play (Stand your ground! Never give up! Never Surrender! Trenchcoats, $2 each! And dont forget your Katana!) feasable again, when the survivor skillset pretty strongly indicates that they are more tooled towards guerilla warfare. Have you ever considered that all the humans hiding in one or two buildings is a really stupid idea? If the zombies find you, pow, almost half the humans in the suburb are dead. Spread out, hide in nondescript buildings. You will take losses, so try to organise so that those losses are as small as possible and easily recovered. Go mobile instead of standing there and allowing the zombies to build up local numerical superiority and slaughter you all. The game has changed to make previous static fortifications completely unfeasable. The ideal response is to adapt, like zombies had to adapt. Not whine about it. --Grim s-Mod U! 21:09, 18 July 2006 (BST)
  14. Keep - Purely based on Grims vote. When survivor strongholds such as malls and NTs are ransacked into uselessness, how the hell are the humans supposed to fight a gorrilla war? "I live in non-descript buildings and hit Zs with my trusty axe. I can't heal my buddies, or shoot zombies because Grim (the dedicated Zombie Wiki Mod) won't let any pro-survivor ideas pass." Want humans to go mobile? How about allowing a suggestion that allows for mobile syringe manufacture. Don't want humans huddled into a few NT buildings? Allow syringes to be created elsewhere. Want survivors to use their full skill set? Turn a useless skill into a productive one. Thanks Grim for listing all the reasons why this idea must pass. David Malfisto 22:36, 18 July 2006 (BST)
  15. Keep - I think it makes sense. Manufacture is not that effective, and many buildings are useless. --McArrowni 23:46, 18 July 2006 (BST)
  16. Keep - I like the idea, wastes a lot of AP, but allows Necronet some utility for the mobility aspect. I don't know about factories, but I don't care that much either. I think it would make gameplay a little more interesting with things spread out a little more. --Rgon 02:36, 19 July 2006 (BST)
  17. kill i like the idea of more uses for buildings and i like the idea of a use for syringe manufacture, i just don't see this as either. manufactured syringes should be better than found ones for some reason ie: 1ap revive or also cure infection. but making them easier to get just does not work for me.--Honestmistake 20:27, 21 July 2006 (BST) EDIT: oops forgot to sign vote.
  18. Kill - I like the way current NT distribution leaves void areas. It gives Malton more terrain. --Max Grivas JG,T,P! 20:10, 26 July 2006 (BST)

Impossible Actions Use 0 AP & Prompt Humorous/Newb-Helping Messages

Withdrawn. Y'all are nitpickers ;) That's ok. New version below. Rheingold 00:03, 19 July 2006 (BST) }}


Slight GPS change

Timestamp: 18:37, 18 July 2006 (BST)
Type: allows the GPS to show up when you're a zombie
Scope: Zombies, especially those looking for a revive... and those trying to coordinate attacks
Description: Pretty straightforward, if you have a GPS in your inventory, it'll show up all the time, regardless of life status.

Votes

  1. author keep I was really frustrated to post my need for a revive, only to find that I had gotten the coords wrong. -- Tactical grace 18:52, 18 July 2006 (BST)
  2. Keep - Though I thought it already did this. Sonny Corleone WTF 18:40, 18 July 2006 (BST)
  3. Keep - Yeah, it's unfair when as a zombie you have to check the maps all the time. I mean, I'm a zombie, I'm not supposed to read maps! --Matthew Fahrenheit YRC | T | W! 18:42, 18 July 2006 (BST)
  4. Kill - Make it require Memories of Life. --Paradox244 18:59, 18 July 2006 (BST) Keep- As per Desperado. --Paradox244 22:21, 18 July 2006 (BST)
    • Note - Memories of Life to look at a screen? Are you out of your mind? Sonny Corleone WTF 19:04, 18 July 2006 (BST)
      • Whether he is or isn't out of his mind, you are not allowed to use "note".--The General-W! P! Mod19:13, 18 July 2006 (BST)
  5. Kill Yeah, I was torn but I think if you need memories of life to use it it's fine. It's not memories of life to look at a screen, it's memories of life to see a display and numbers and know what the hell it means. --Burgan 19:34, 18 July 2006 (BST)
  6. Keep - Unless you want to change it so you require MoL to identify NT buildings as a zombie too, I think this suggestion is fine. However I thought that GPS coordinates already did change over? – Nubis 19:36, 18 July 2006 (BST)
  7. Keep - Good idea, and I don't think MoL should be required, because survivors don't need a special skill to read GPS units. –Bob Hammero ModTP! 19:53, 18 July 2006 (BST)
  8. Keep - I understand the logic behind the MoL requirement, but remember that zombies can understand written and spoken language just fine without memories of life. We can assume that the GPS unit was turned on and set up while the character was still human, so all the zombie has to do is read the numbers. Seems like that is well within their mental capabilities. --Desperado 20:15, 18 July 2006 (BST)
  9. Keep - The information is freely available on the numerous maps on the internet. Might as well be in the game too. It's not like its a secret. And the MoL suggestion is just XP griefing. That's just stupid...remember, zombie players are PLAYERS too. --Mookiemookie 20:34, 18 July 2006 (BST)
  10. Keep - I'd appreciate this. --Ember MBR 20:44, 18 July 2006 (BST)
  11. Keep - I don't see why not. Although, if this doesn't work, you could make a skill like "instictual something or other" that basically has the same affect as a GPS unit without actually requiring one. Just a thought. --Rozozag 22:07, 18 July 2006 (BST)
  12. Keep - As Rozozag. David Malfisto 22:41, 18 July 2006 (BST)
  13. Keep I think it's just an artifact of the way items are coded when you're a zombie. There's no reason why it should stop working. Rheingold 00:09, 19 July 2006 (BST).
  14. Kill - Rarly I vote on realizm, but I find it humorous to think about a Zombie holding a small GPS unit trying to figgure out what it says rather than smashing down barricades or attacking people. - Jedaz 01:22, 19 July 2006 (BST)
  15. Keep - I like the idea of requiring MoL, but then again, this would be nice for new players out there. I'd keep either way, really. --Rgon 02:38, 19 July 2006 (BST)
  16. Keep Whatever. I really don't care. Sure, why not. --Jon Pyre 05:29, 19 July 2006 (BST)
  17. Keep - makes sense to me --Kiltric 19:20, 23 July 2006 (BST)
  18. Keep - It's already in the page source and availble via plugins. It should at least appear in the drop list, like radio freqs. --Max Grivas JG,T,P! 20:17, 26 July 2006 (BST)

Impossible Actions Use 0 AP & Prompt Humorous, Helping Messages

Timestamp: 09:24, 18 July 2006 (BST)
Type: Mechanic upgrade
Scope: Zombies & Survivors
Description: Thanks to Pyre for this idea. Basically, this suggestion would make it a general game rule that when you perform an impossible action you spend 0 AP and an in-game message reminds you (perhaps in a light-hearted or humorous manner) that the action is not possible.

This would cover actions such as attempting to barricade when the building is ransacked, attempting to use a FAK on a barricade or generator, attempting to leave when the building is overbarricaded (already included, I believe), using a bite attack on a barricade, etc.

Here are example messages for the above-mentioned actions:

  • You can't find anything to barricade with, as the building is currently a total mess. In fact, this place could use some cleaning up...
  • You take the generator's blood pressure and are about to apply gauze to it when you suddenly realize how silly you look. Try healing a fellow survivor instead!
  • There are so many barricades you can't see a way out. You valiantly attempt to punch through a wall, to no effect. Try exiting in an area with fewer barricades!
  • Your zombie attempts to take a bite out of the barricade. Mmmm, splinters! The barricades don't look any weaker, though. Perhaps you should try clawing them down!

Note that this would not cover actions that are possible but have no effect such as attempting to revive a Brain Rot zombie, or heal a full-health player. You would still spend AP in these situations (you should receive a similar warning message).

Votes

  1. Author Keep Only one change; the suggestion now includes impossible zombie actions. Rheingold 00:06, 19 July 2006 (BST)
  2. Keep - Humor and helpfulness are good. --Paradox244 00:32, 19 July 2006 (BST)
  3. Keep - Excellent. –Xoid 00:33, 19 July 2006 (BST)
  4. Keep - Being helpful to new people is always a good thing. In any case, even the old version mentioned zombies. (Check scope) Only the examples were survivor-oriented. --KichiroTakahashi 00:36, 19 July 2006 (BST)
  5. Keep - Thought I still believe stupidity deserves less AP I guess this is good. It's good for both sides and help newbies. Sonny Corleone WTF 00:42, 19 July 2006 (BST)
  6. Keep - Something that would aid new players; I like it. --halomarine34 00:57, 19 July 2006 (BST)
  7. Keep -Once again, great way to help newbies. --Grigori 00:59, 19 July 2006 (BST)
  8. Keep - Wish I could think up good suggestions like this...-Canuhearmenow 01:09, 19 July 2006 (BST)
  9. Keep - Good idea --Mookiemookie 01:10, 19 July 2006 (BST)
  10. Keep - This suggestion wins the coveted DS seal of approval. --Darth Sensitive talkW! 01:58, 19 July 2006 (BST)
  11. Keep - Yeah, kinda nitpicky, eh? I thought that the changes to this version were implicit in the last version, but I guess explicit is better. --Rgon 02:41, 19 July 2006 (BST)
  12. Keep - Thank you for covering both survivors and zombies. --Ember MBR 03:11, 19 July 2006 (BST)
  13. Keep - Definitely for the humour. I love silly humour like that in a game. The explicit difference is, new zombies won't suffer what the new survivors wouldn't have to. --Burgan 03:22, 19 July 2006 (BST)
  14. Keep - Good One. --W3c 05:10, 19 July 2006 (BST)
  15. Keep I'm glad to be associated with this idea, even though I had nothing really to do with it. Cause it's a darn good idea. --Jon Pyre
  16. Keep - I vote keep for the merit of this suggestion alone, but in the talk page there's one that I consider better altough it doesn't affect all the actions this one does. --Matthew Fahrenheit YRC | T | W! 05:51, 19 July 2006 (BST)
  17. Keep - Even better than before Jonny12 W! 09:57, 19 July 2006 (BST)
  18. Keep - I liked it before, and I still like it now. Jenny D'ArcT MPS 11:51, 19 July 2006 (BST)
  19. Keep - Much better. Zombies need love to. David Malfisto 19:42, 20 July 2006 (BST)
  20. keep yeah and for attempting to revive a living human you could get"you try to revive 'ARSON LOVER' but she's not dead she just smells funny!" a solid keep from me.--Honestmistake 20:58, 21 July 2006 (BST)
  21. Kill - To me, Urban Dead has always waxed melodramatic as opposed to humorous. I'm all for helpful messages, but humour doesn't feel quite right. --Kenny Matthews 07:59, 22 July 2006 (BST)
  22. Keep - I may attempt useless actions just for the messages now --Kiltric 19:21, 23 July 2006 (BST)
  23. Keep - AP loss is not that great of a teaching tool. Waste noobs time, not AP. --Max Grivas JG,T,P! 20:19, 26 July 2006 (BST)
  24. Spam - This is supposed to be scary, not funny. Also, newbs should learn from their mistakes, not have wrong choices taken away from them!! --Poopman9 15:47, 29 July 2006 (BST)